Stephen Hood posted this in the forum:
I’ve flicked through some of this thread and it is an interesting one. Well done all for keeping it fairly constructive thus far. It makes it easier for me to absorb the comments
Whilst I don’t have the time to tackle every point that’s raised, I would like to throw two things into the mix that I haven’t yet seen mentioned (apologies if they were)…
1) Resource
2) Technology
Resource – The makeup of the team defines what you can do. If you have 100 artists (for example) and 1 programmer… think you’ll be able to make the ideal F1 game you have in mind? We haven’t billions to spend hiring every single person we need to make the game sitting in within my head. You have to make the most of what you have.
Technology – I’m cheating here because I want to use this to cover both the engine we use here within Codemasters and the capabilities of the current consoles. If you were to propose a design it’d be pointless not to factor in what a) your tech is capable of and b) what the machines can do (good example of the latter is TV replays – framerate killer). Technology wise we actually had a huge advantage from the off but of course as your ambitions grow you find areas you’d like to alter in order to benefit a single game.
I cannot engage in conversation about these kind of things in any real detail but suffice to say there are some things I would like to do that are not currently possible. I don’t mean to use this as some cheap get-out clause. There are many things I’m not happy with and hope to correct at some stage.
There will be a large change in direction in the near future. Hopefully some of those replying in this thread will welcome that direction but, at the end of the day, I’m going to try and take F1 down a path I believe to be right (bearing in mind all the points I’ve previously listed). I’m not sitting back thinking we’ve done an amazing job. I won’t be happy until I make a very particular type of game – I think we’ve shown promise – but we can and will do much, much better. Sure, loads of people say they love the game, it’s the best F1 title to date, we’ve won awards and always make money… no bad thing in the current industry climate but does that make me happy? The only thing I’m really pleased about is that that success to date provides further opportunity to push on and make something that might be remembered as fondly as anything Mr Crammond released. That’s my aim.